Jump to content

Monk: Difference between revisions

From Vortex Legends
Remove Aegis name field from skill infoboxes
class-wiki: remove Inherited skills section
 
(6 intermediate revisions by the same user not shown)
Line 20: Line 20:
</table>
</table>


Permanently increases bare-fist and knuckle ATK by 10 per skill level (up to +50 at max level). The bonus also applies when using weapons that share the knuckle slot.
A passive that hardens the Monk's hands, permanently increasing bare-fist and knuckle attack power. The bonus also applies to weapons that share the knuckle slot, making it the foundation of every unarmed build.


→ '''[[Iron Fists]]'''
→ '''[[Iron Fists]]'''
Line 34: Line 34:
</table>
</table>


Grants a chance to gain one spirit sphere whenever the Monk delivers the killing blow to an enemy. The base proc chance is 5% × SkillLv against most targets, or 10% × SkillLv against Undead or Demon races. At level 5 with an active Soul Link (Priest Spirit), the chance becomes 100%.
A passive that lets the Monk draw a fresh spirit sphere from each killing blow. The chance is higher against Undead and Demon foes, and an active Priest Soul Link can make it all but guaranteed — a steady, hands-free way to keep spheres flowing in combat.


→ '''[[Spiritual Cadence]]'''
→ '''[[Spiritual Cadence]]'''
Line 52: Line 52:
</table>
</table>


Summons one spirit sphere that orbits the caster, up to a maximum of five. Each sphere persists for 10 minutes. Many Monk skills consume one or more spheres on use.
Conjures a spirit sphere that orbits the caster, building toward the Monk's maximum reserve. The spheres are the fuel for the class, consumed by many of its strongest skills, so this is the most fundamental way to stock them before a fight.


→ '''[[Summon Spirit Sphere]]'''
→ '''[[Summon Spirit Sphere]]'''
Line 70: Line 70:
</table>
</table>


Drains spirit spheres from a target and converts them into SP for the caster. Against another player, each sphere absorbed grants 7 SP. Against a monster, there is a 70% chance to absorb SP equal to the monster's level.
Drains spirit spheres from a target and converts them into SP for the caster. Used against another sphere-bearing player it harvests their spheres directly, and against monsters it has a chance to siphon SP — a useful way to recover energy mid-fight.


→ '''[[Absorb Spirit Sphere]]'''
→ '''[[Absorb Spirit Sphere]]'''
Line 84: Line 84:
</table>
</table>


Each physical attack has a 30% chance to automatically trigger a 3-hit critical strike dealing 20% × SkillLv ATK per hit. A level 10 proc deals 200% ATK × 3 hits. Triggering this attack opens the [[Chain Combo]] window, allowing the combo chain to continue.
A passive that gives each normal attack a chance to erupt into a rapid three-hit critical flurry. Triggering it opens the [[Chain Combo]] window, kicking off the Monk's signature combo chain.


→ '''[[Triple Attack]]'''
→ '''[[Triple Attack]]'''
Line 102: Line 102:
</table>
</table>


Manually triggers the Triple Attack animation. Deals (100 + 20 × [[Triple Attack|MO_TRIPLEATTACK]] level) % ATK as 3 critical hits. At Triple Attack level 10 this is 300% ATK across 3 hits. Opens the [[Chain Combo]] combo window identically to the passive proc.
Manually unleashes the Triple Attack flurry on command, delivering the same three-hit critical burst without waiting for the passive to proc. It opens the [[Chain Combo]] window just as the passive version does, letting the Monk start a combo whenever they choose.


→ '''[[Active Triple Attack]]'''
→ '''[[Active Triple Attack]]'''
Line 119: Line 119:
</table>
</table>


Instantly teleports the caster to a targeted cell up to 18 cells away. Cannot be used while bound by Ankle Snare or Close Confine. Activating Snap also places [[Asura Strike]] on a 2-second cooldown.
Instantly teleports the Monk to a chosen nearby cell, a key mobility tool for closing in or escaping. It cannot be used while bound by Ankle Snare or Close Confine, and using it briefly delays the next [[Asura Strike]].


→ '''[[Snap]]'''
→ '''[[Snap]]'''
Line 133: Line 133:
</table>
</table>


Permanently increases Flee by 3 per skill level, for a maximum of +30 Flee at level 10.
A passive that permanently sharpens the Monk's evasion, raising Flee to help it slip past incoming blows.


→ '''[[Dodge]]'''
→ '''[[Dodge]]'''
Line 153: Line 153:
</table>
</table>


Strikes a single target with a hit that ignores Flee. Damage is (100 + 75 × SkillLv) % ATK. Also ends the caster's [[Root|Blade Stop]] state.
Spends a spirit sphere to strike a single target with an unerring blow that ignores the enemy's evasion. It also breaks the Monk out of its [[Root|Blade Stop]] state, serving as a reliable way to end a locked standoff with damage.


→ '''[[Occult Impaction]]'''
→ '''[[Occult Impaction]]'''
Line 174: Line 174:
</table>
</table>


Hurls spirit spheres at a target. Deals (100 + 100 × SkillLv) % ATK, split across multiple hits equal to the number of spheres currently held (up to SkillLv hits). Also ends Blade Stop.
Hurls the Monk's held spirit spheres at a distant target as a barrage of energy projectiles, hitting once for each sphere thrown. Like Occult Impaction, it also ends Blade Stop, giving the Monk a ranged way to break a lock.


→ '''[[Throw Spirit Sphere]]'''
→ '''[[Throw Spirit Sphere]]'''
Line 193: Line 193:
</table>
</table>


Transforms the caster's body into living iron. While active: DEF and MDEF are both fixed at 50, ASPD is reduced by 25%, all skill use is blocked, and movement speed is forced to minimum (200 ms/cell). If [[Tempered Will]] is learned, the skills Tempered Will, Stone Fist, Active Triple Attack, Chain Combo, and Summon Spirit Sphere may still be used. If the Tempered Will ''buff'' is active, movement is also unrestricted.
Mental Strength (also called Steel Body) converts the Monk's body into an impenetrable iron fortress. While active, all damage is drastically reduced through fixed defensive values, at the cost of attack speed, mobility, and the ability to use most skills. It is an extreme defensive stance for surviving overwhelming incoming damage. If [[Tempered Will]] is learned, a handful of skills remain usable, and the Tempered Will buff frees the Monk's movement as well.


→ '''[[Mental Strength]]'''
→ '''[[Mental Strength]]'''
Line 211: Line 211:
</table>
</table>


The Monk braces themselves, entering a Blade Stop Wait state for 0.5–1.3 seconds. If an enemy strikes the Monk during this window, both parties become locked in a mutual standstill (Blade Stop) lasting 20–60 seconds depending on skill level. While locked, each party is immobilized. Depending on skill level, the Monk may cast [[Occult Impaction]], [[Throw Spirit Sphere]], or [[Asura Strike]] to break out.
The Monk braces into a Blade Stop stance, watching for an incoming melee strike. If struck during this brief window, both the Monk and the attacker are locked in a mutual standstill, each unable to move. While locked, the Monk can break free by unleashing [[Occult Impaction]], [[Throw Spirit Sphere]], or [[Asura Strike]], depending on its mastery of the skill.


→ '''[[Root]]'''
→ '''[[Root]]'''
Line 229: Line 229:
</table>
</table>


Detonates all five spirit spheres, entering a state of spiritual frenzy. Grants a critical rate bonus of (75 + 25 × SkillLv): +100 CRIT at level 1 up to +200 CRIT at level 5. Also satisfies the Fury prerequisite required to cast [[Asura Strike]]. Ends when Asura Strike is used.
Detonates the Monk's full reserve of spirit spheres to enter a spiritual frenzy, granting a powerful surge of critical rate. Reaching this state also satisfies the requirement to cast [[Asura Strike]], and the frenzy ends the moment that ultimate is unleashed.


→ '''[[Fury]]'''
→ '''[[Fury]]'''
Line 250: Line 250:
</table>
</table>


The Monk's ultimate technique. Delivers one massive strike that ignores both DEF and Flee. Damage is (800 + SP × 10) % ATK, where SP is the caster's current SP at time of cast. After the attack all SP is set to zero, Fury ends, and the caster is locked from using the skill again for 5 minutes. The caster is also knocked back 3 cells from the target.
The Monk's ultimate technique: a single catastrophic blow that ignores both defense and evasion, growing more devastating the more SP the Monk pours into it. The attack empties all SP, ends Fury, and knocks the Monk back from its target. Afterward the skill is locked for a long cooldown, making it a one-shot finisher to set up carefully.


→ '''[[Asura Strike]]'''
→ '''[[Asura Strike]]'''
Line 269: Line 269:
</table>
</table>


A 4-hit critical combo strike available only after [[Triple Attack]] procs or [[Active Triple Attack]] is used, or while [[Root|Blade Stop]] is active. Deals (200 + 60 × SkillLv) % ATK across 4 hits. Opens the [[Combo Finish]] window.
A flurry of critical strikes that becomes available right after a Triple Attack triggers, or while Blade Stop is active. It is the first link in the Monk's combo chain, and connecting opens the window for [[Combo Finish]].


→ '''[[Chain Combo]]'''
→ '''[[Chain Combo]]'''
Line 288: Line 288:
</table>
</table>


Available only after [[Chain Combo]]. Delivers a crushing strike in a 2-cell splash. Deals (240 + 60 × SkillLv) % ATK (300% at Lv 1, up to 840% at Lv 10). If the Momentum buff is already active, damage is increased by a further +10%. After connecting, grants the Momentum buff for 10 seconds, which reduces incoming physical damage by 5% and boosts the next Combo Finish by 10%.
The hard-hitting follow-up to [[Chain Combo]], delivering a crushing blow with a small splash. Connecting grants the Monk a short Momentum buff that softens incoming physical damage and strengthens the next Combo Finish, rewarding a sustained combo rhythm.


→ '''[[Combo Finish]]'''
→ '''[[Combo Finish]]'''
Line 307: Line 307:
</table>
</table>


Transfers one spirit sphere from the caster to a party member. The target must be a party member who can hold spirit spheres (not a Gunslinger or Rebellion) and must currently have fewer than 5 spheres. Fails silently if neither condition is met.
Hands one of the Monk's spirit spheres to a party member, helping another sphere-using ally fuel their own techniques. It only works on allies who can hold spheres and still have room for more, and quietly fails otherwise.


→ '''[[Ki Translation]]'''
→ '''[[Ki Translation]]'''
Line 327: Line 327:
</table>
</table>


Activates an inner resolve that overrides [[Mental Strength|Steel Body]]'s movement lock. While Tempered Will buff is active, the Monk moves at normal speed under Steel Body. Additionally, simply having this skill learned (any level) unlocks the following skills for use even when [[Mental Strength|Steel Body]] is active: Tempered Will, Stone Fist, Active Triple Attack, Chain Combo, and Summon Spirit Sphere.
Steels the Monk's resolve so it can keep moving at full speed even under [[Mental Strength|Steel Body]]'s normally crippling lock. Simply learning the skill also frees up a select group of skills to be used while Steel Body is active, turning an immobile defensive stance into something the Monk can fight from.


→ '''[[Tempered Will]]'''
→ '''[[Tempered Will]]'''
Line 346: Line 346:
</table>
</table>


Heals a target for (120 × SkillLv + MaxHP × SkillLv ÷ 100) HP, then attempts to cleanse up to seven ailments (Stone, Freeze, Stun, Poison, Silence, Blind, Hallucination). The cleanse succeeds with probability (SkillLv × 5 + (DEX + BaseLv) ÷ 4 − random 1–10) percent.
A laying-on of hands that restores an ally's HP and attempts to cleanse a sweep of common ailments such as Stone, Freeze, Stun, Poison, Silence, Blind, and Hallucination. A welcome touch of support utility on an otherwise offensive class.


→ '''[[Gentle Touch - Cure]]'''
→ '''[[Gentle Touch - Cure]]'''
Line 367: Line 367:
</table>
</table>


Fortifies the caster's body. While active, increases MaxHP by 2% × SkillLv (+2/4/6/8/10%), boosts natural HP regeneration by (SkillLv × 30 + 50) ÷ 2 percent (+40/55/70/85/100%), and adds a flat VIT DEF bonus of 2 × SkillLv (+2/4/6/8/10).
Fortifies the Monk's body for an extended duration, raising maximum HP, quickening natural HP regeneration, and toughening its defense. A durable self-buff that helps the Monk weather a prolonged fight.


→ '''[[Gentle Touch - Revitalize]]'''
→ '''[[Gentle Touch - Revitalize]]'''


<br style="clear:both"/>
<br style="clear:both"/>
----
== Inherited Skills ==
The following skills are gained from the [[Acolyte]] first class. Full documentation appears on their own pages.
→ '''[[Heal]]'''
→ '''[[Increase Agility]]'''
→ '''[[Decrease Agility]]'''
→ '''[[Aqua Benedicta]]'''
→ '''[[Teleport]]'''
→ '''[[Warp Portal]]'''
→ '''[[Pneuma]]'''
→ '''[[Status Recovery]]'''
→ '''[[Ruwach]]'''
→ '''[[Divine Protection]]'''
→ '''[[Demon Bane]]'''
→ '''[[Mace Mastery]]'''

Latest revision as of 21:20, 24 July 2026

Monk

The Monk is the second-class advancement of the Acolyte, attaining mastery over unarmed and barehanded combat. Where Priests channel divine power through spells and blessings, Monks transform inner energy — called spirit spheres — into devastating physical techniques. They generate, store, and weaponize spiritual energy through a disciplined combo system that chains simple strikes into powerful finishers.

Monks are aggressive melee fighters with access to movement abilities, utility, and a handful of powerful buffs. Their signature mechanic revolves around summoning and spending spirit spheres. Managing sphere count is central to playing a Monk effectively.

Monks can advance to Champion (their transcendent class).


Skills

Iron Fists

Iron Fists
JobMonk / Champion
TypePassive
Max level5

A passive that hardens the Monk's hands, permanently increasing bare-fist and knuckle attack power. The bonus also applies to weapons that share the knuckle slot, making it the foundation of every unarmed build.

Iron Fists


Spiritual Cadence

Spiritual Cadence
JobMonk / Champion
TypePassive
Max level5

A passive that lets the Monk draw a fresh spirit sphere from each killing blow. The chance is higher against Undead and Demon foes, and an active Priest Soul Link can make it all but guaranteed — a steady, hands-free way to keep spheres flowing in combat.

Spiritual Cadence


Summon Spirit Sphere

Summon Spirit Sphere
JobMonk / Champion
TypeActive
TargetSelf
Max level1
SP cost8
Cast time1 s
Duration10 min (per sphere)

Conjures a spirit sphere that orbits the caster, building toward the Monk's maximum reserve. The spheres are the fuel for the class, consumed by many of its strongest skills, so this is the most fundamental way to stock them before a fight.

Summon Spirit Sphere


Absorb Spirit Sphere

Absorb Spirit Sphere
JobMonk / Champion
TypeActive
TargetSingle (ally or enemy)
Max level1
SP cost5
Range9 cells
Cast time2 s

Drains spirit spheres from a target and converts them into SP for the caster. Used against another sphere-bearing player it harvests their spheres directly, and against monsters it has a chance to siphon SP — a useful way to recover energy mid-fight.

Absorb Spirit Sphere


Triple Attack

Triple Attack
JobMonk / Champion
TypePassive (auto-proc)
Max level10

A passive that gives each normal attack a chance to erupt into a rapid three-hit critical flurry. Triggering it opens the Chain Combo window, kicking off the Monk's signature combo chain.

Triple Attack


Active Triple Attack

Active Triple Attack
JobMonk / Champion
TypeActive
TargetSingle (melee)
ElementWeapon
Max level1
SP cost12
Cooldown0.7 s

Manually unleashes the Triple Attack flurry on command, delivering the same three-hit critical burst without waiting for the passive to proc. It opens the Chain Combo window just as the passive version does, letting the Monk start a combo whenever they choose.

Active Triple Attack


Snap

Snap
JobMonk / Champion
TypeActive
TargetGround (18 cells)
Max level1
SP cost14
Spirit Spheres1

Instantly teleports the Monk to a chosen nearby cell, a key mobility tool for closing in or escaping. It cannot be used while bound by Ankle Snare or Close Confine, and using it briefly delays the next Asura Strike.

Snap


Dodge

Dodge
JobMonk / Champion
TypePassive
Max level10

A passive that permanently sharpens the Monk's evasion, raising Flee to help it slip past incoming blows.

Dodge


Occult Impaction

Occult Impaction
JobMonk / Champion
TypeActive
TargetSingle
Max level5
SP cost10 → 20 (Lv 1–5)
Spirit Spheres1
Range2 cells
Cast time1 s
After-cast delay0.5 s

Spends a spirit sphere to strike a single target with an unerring blow that ignores the enemy's evasion. It also breaks the Monk out of its Blade Stop state, serving as a reliable way to end a locked standoff with damage.

Occult Impaction


Throw Spirit Sphere

Throw Spirit Sphere
JobMonk / Champion
TypeActive
TargetSingle
ElementWeapon
Max level10
SP cost10 → 14 (Lv 1–10)
Spirit Spheres1
Range9 cells
Cast time3.5 s
After-cast delay0.5 s

Hurls the Monk's held spirit spheres at a distant target as a barrage of energy projectiles, hitting once for each sphere thrown. Like Occult Impaction, it also ends Blade Stop, giving the Monk a ranged way to break a lock.

Throw Spirit Sphere


Mental Strength

Mental Strength
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost200
Spirit Spheres5
Cast time5 s
Duration30 → 150 s (Lv 1–5)

Mental Strength (also called Steel Body) converts the Monk's body into an impenetrable iron fortress. While active, all damage is drastically reduced through fixed defensive values, at the cost of attack speed, mobility, and the ability to use most skills. It is an extreme defensive stance for surviving overwhelming incoming damage. If Tempered Will is learned, a handful of skills remain usable, and the Tempered Will buff frees the Monk's movement as well.

Mental Strength


Root

Root
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost10
Spirit Spheres1
Duration20 → 60 s standby window

The Monk braces into a Blade Stop stance, watching for an incoming melee strike. If struck during this brief window, both the Monk and the attacker are locked in a mutual standstill, each unable to move. While locked, the Monk can break free by unleashing Occult Impaction, Throw Spirit Sphere, or Asura Strike, depending on its mastery of the skill.

Root


Fury

Fury
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost15
Spirit Spheres5
Duration3 min

Detonates the Monk's full reserve of spirit spheres to enter a spiritual frenzy, granting a powerful surge of critical rate. Reaching this state also satisfies the requirement to cast Asura Strike, and the frenzy ends the moment that ultimate is unleashed.

Fury


Asura Strike

Asura Strike
JobMonk / Champion
TypeActive
TargetSingle (melee)
Max level5
SP cost1 (drains all remaining SP)
Spirit Spheres5
Range2 cells
Cast time4 → 2 s (Lv 1–5)
After-cast delay3 → 1 s (Lv 1–5)
Duration5 min (post-cast lock)

The Monk's ultimate technique: a single catastrophic blow that ignores both defense and evasion, growing more devastating the more SP the Monk pours into it. The attack empties all SP, ends Fury, and knocks the Monk back from its target. Afterward the skill is locked for a long cooldown, making it a one-shot finisher to set up carefully.

Asura Strike


Chain Combo

Chain Combo
JobMonk / Champion
TypeActive (combo follow-up)
TargetSingle (melee)
ElementWeapon
Max level5
SP cost6 → 10 (Lv 1–5)
Range2 cells
Cooldown0.7 s

A flurry of critical strikes that becomes available right after a Triple Attack triggers, or while Blade Stop is active. It is the first link in the Monk's combo chain, and connecting opens the window for Combo Finish.

Chain Combo


Combo Finish

Combo Finish
JobMonk / Champion
TypeActive (combo finisher)
TargetSingle + splash (2 cells)
ElementWeapon
Max level10
SP cost6 → 15 (Lv 1–10)
Spirit Spheres1
Range2 cells

The hard-hitting follow-up to Chain Combo, delivering a crushing blow with a small splash. Connecting grants the Monk a short Momentum buff that softens incoming physical damage and strengthens the next Combo Finish, rewarding a sustained combo rhythm.

Combo Finish


Ki Translation

Ki Translation
JobMonk / Champion
TypeActive
TargetParty member (9 cells)
Max level1
SP cost8
Spirit Spheres1 (transferred)
Range9 cells
Cast time1 s

Hands one of the Monk's spirit spheres to a party member, helping another sphere-using ally fuel their own techniques. It only works on allies who can hold spheres and still have room for more, and quietly fails otherwise.

Ki Translation


Tempered Will

Tempered Will
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5
SP cost50
Spirit Spheres2
Cast time1 s (unaffected by DEX)
Duration12 → 20 s (Lv 1–5)
Cooldown22 → 30 s (Lv 1–5)

Steels the Monk's resolve so it can keep moving at full speed even under Steel Body's normally crippling lock. Simply learning the skill also frees up a select group of skills to be used while Steel Body is active, turning an immobile defensive stance into something the Monk can fight from.

Tempered Will


Gentle Touch - Cure

Gentle Touch - Cure
JobMonk / Champion
TypeActive (support)
TargetAlly (2 cells)
Max level5
SP cost12
Spirit Spheres1
Range2 cells
After-cast delay1 s

A laying-on of hands that restores an ally's HP and attempts to cleanse a sweep of common ailments such as Stone, Freeze, Stun, Poison, Silence, Blind, and Hallucination. A welcome touch of support utility on an otherwise offensive class.

Gentle Touch - Cure


Gentle Touch - Revitalize

Gentle Touch - Revitalize
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5
SP cost40 → 80 (Lv 1–5)
Spirit Spheres1
Cast time1 s
After-cast delay1 s
Duration4 min
Cooldown1 s

Fortifies the Monk's body for an extended duration, raising maximum HP, quickening natural HP regeneration, and toughening its defense. A durable self-buff that helps the Monk weather a prolonged fight.

Gentle Touch - Revitalize